Anyone working on i19 CL/SR?
Do you have a I18 build for claws/SR? If so, there isn't much required to improve it.
This is the build I'm primarily using on Beta. With a Nerve Radial Boost equipped she runs about +3% higher defenses than Mids is showing.
On live I don't currently have the Glad +3%, the Panacea +heal/+end or Shield Wall +resist so the defense boost from the alpha slot I'm thinking will allow me to soft cap without the Glad +3%. The other two pvp IO's are of dubious value to the build for the Inf (for even considerable less Inf). Likely I'll slot either a +def IO generic or a Winter's Gift +slow resist in CJ and a Numina's Heal IO in PP instead.
4 Performance Shifter in Stamina and 3 Miracle plus 3 Regenerative Tissue into Health. (slots allocated to Brawl and Rest respectively)
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
GRETA-001 MedicineFighting (v2.00.i19 Incarnate): Level 50 Science Scrapper
Primary Power Set: Claws
Secondary Power Set: Super Reflexes
Power Pool: Fighting
Power Pool: Medicine
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Strike -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(15), Ksmt-ToHit+(37)
Level 2: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(25), Achilles-ResDeb%(45)
Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(37)
Level 6: Spin -- Erad-Dmg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(25)
Level 8: Follow Up -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg(31), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(45)
Level 10: Practiced Brawler -- EndRdx-I(A)
Level 12: Agile -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Rchg+(43)
Level 14: Boxing -- T'Death-Dam%(A)
Level 16: Dodge -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Rchg+(43)
Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21)
Level 20: Quickness -- Run-I(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23), TtmC'tng-ResDam(29), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(34)
Level 24: Aid Other -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/EndRdx/Rchg(36)
Level 26: Eviscerate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(31)
Level 28: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(43)
Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(50)
Level 32: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(33), LkGmblr-Rchg+(33)
Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36)
Level 38: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Dmg(40)
Level 41: Combat Jumping -- SW-ResDam/Re TP(A)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), P'Shift-End%(48), Numna-Regen/Rcvry+(48), Panac-Heal/+End(50)
Level 49: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(50)
------------
Level 1: Brawl -- Empty(A), Empty(17), Empty(34), Empty(40), Empty(46), Empty(46)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A), Empty(23), Empty(40), Empty(46)
Level 1: Critical Hit
Level 2: Ninja Run
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I'm new to the concept of IO and set bonuses (been gone from the game for a long long time) but can you tell me why you put in Kismet for +6% acc instead of slotting a fourth LotG to get it's +10% acc? I've seen others do this as well so there must be a reason I'm not seeing. Also in slotting Maneuvers you put in a HO that increases tohit, where this power normally can't be slotted for tohit does that give a bonus or just sloth off into nothing?
I'm new to the concept of IO and set bonuses (been gone from the game for a long long time) but can you tell me why you put in Kismet for +6% acc instead of slotting a fourth LotG to get it's +10% acc? I've seen others do this as well so there must be a reason I'm not seeing. Also in slotting Maneuvers you put in a HO that increases tohit, where this power normally can't be slotted for tohit does that give a bonus or just sloth off into nothing?
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As for the Enzyme HO in Maneuvers yes the To Hit Debuff/Buff portion of the HO accomplishes nothing, I was looking to enhance both the Endred and Defense. An Enzyme does this. One could use a LotG Defense/Endred here as well but it would not provide as much enhancement value. One could also use a Cyto here for the +defense/endred but do to the way game treats buff/debuffs as essentially the same thing only changing the sign combined with the difference in the debuff being schedule A vs Cyto's buff schedule B you get more defense buff out of an Enzyme. HO's also always provide more enhancement buff than a similar IO does and/or do so in a manner IO's do not (such as Membranes buffing Defense, To Hit and Recharge in one package ... no single IO does those 3 at once). Which is why you'll sometimes see them used where the enhancement value of the aspects is of more importance to the build(er) than a similar aspected IO.
Thought I should also point out the Kismet is mislabeled, it in fact provides a +6% to hit not +accuracy bonus. The LotG, and as far as I recall, all other set bonuses are +accuracy not to hit.
Kismet is a defense set IO. It is a type of unique which is only active when the power it is in is available and active and its own level does not matter. Therefore when slotting a Kismet +6% I am looking to use it in the earliest available power which is always active and accepts defense sets. I often do, in fact, 5 slot Focused Fighting (and 4 slot FS, Evasion, Maneuvers and Weave) to keep the +accuracy from 4-slotting LotG and still slot the Kismet in FF. But only so many slots available so as long as Mids is indicating a final hit chance over 95% (vs +4's) in my attacks the first place I was willing to grab slots for use elsewhere was the 4th LotG in my defenses.
As for the Enzyme HO in Maneuvers yes the To Hit Debuff/Buff portion of the HO accomplishes nothing, I was looking to enhance both the Endred and Defense. An Enzyme does this. One could use a LotG Defense/Endred here as well but it would not provide as much enhancement value. One could also use a Cyto here for the +defense/endred but do to the way game treats buff/debuffs as essentially the same thing only changing the sign combined with the difference in the debuff being schedule A vs Cyto's buff schedule B you get more defense buff out of an Enzyme. HO's also always provide more enhancement buff than a similar IO does and/or do so in a manner IO's do not (such as Membranes buffing Defense, To Hit and Recharge in one package ... no single IO does those 3 at once). Which is why you'll sometimes see them used where the enhancement value of the aspects is of more importance to the build(er) than a similar aspected IO. Thought I should also point out the Kismet is mislabeled, it in fact provides a +6% to hit not +accuracy bonus. The LotG, and as far as I recall, all other set bonuses are +accuracy not to hit. |
I don't really track which bonuses are active depending on if the power is active or not very well... is that info in mid's in an obvious place?
I have also not been too worried about exactly how much tohit/acc I have because I usually have so much excess it does not matter. I even got out of focused accuracy in my latest build.
The enzyme vs. cytos info is interesting, I don't really understand what you mean but my actual active build uses 9 cytos in the three active positionals, so I wonder how much your point on this affects me. I am definatle aware of the odd combos available on IOs vs. HOs, quite irritating if you ask me....
-Bodai
If you haven't seen this thread it can make for some very interesting reading, in particular about MA/SR builds:
http://boards.cityofheroes.com/showthread.php?t=241570
Overall your build looks very solid. I am personally very iffy about wanting/needing Hasten in an SR ... but that's a personal thing. Had it on many previous builds for Greta, don't have it currently on live and *shrug* don't miss it. My Attacks are seemless as is there's really nothing that needs recharging faster, but I also don't have the AoE from my mastery which I'd hazard to say is the (one of?) largest benefit to your build.
I'd move all those procs and slotting from PP to Health. First in Health enhancing it vs PP provides more +regen (it's a bigger base value hence more when enhanced), second it's more exemplar friendly, but again that's mostly because I do a lot of exemplar work with Greta. Miracle, Numina and Regen Tissue uniques are all like Kismet, dependent on the power being active and not their own level, so if PP isn't active, like with most exemplar work, no bonus/buffs from them. In this Paragon Wiki article they are all called Proc120s: http://paragonwiki.com/wiki/Table_of_Special_IOs If looking in Mids, I find that the ones for which the level is important (i.e. BotZ or Karma -kb, LotG +7.5% etc.) will be listed under "Set Bonus: or Active Enhancement Sets" depending on if I'm mousing over the IO or the power bar respectively.
I generally shoot to have 95%+ 'accuracy' listed in Mids vs +4's. Without something further occurring (foes getting defense debuffed, you getting to hit buffed.) you'll be under 90% (your build is sitting around 80% give or take a couple, depending on the power). A Kismet would push that over 90% vs +4's. Against +3's you are at 95% without the Kismet. How important this is again depends on personal preference and that is likely related to what you generally fight. FWIW both Apex and Tin Mage task forces are vs nothing but level 54s.
This is an alternate build I came up with which has Tactics added to the mix and is even tougher in terms of +regen (roughly 29 hp/sec) and +max health (total hit points around 2030) but has neither Eviscerate or Aid Self. Should have much less trouble vs highly up level swarms of Cimerorans which can leave even the current live build see more "deflected" than I like without using quite a few yellows particularly the first time I fail to keep/get Follow Up stacked. Downside is this is when Eviscerate will be really missed ... when all those foes are packed in on top of her:
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
I'm new to the concept of IO and set bonuses (been gone from the game for a long long time) but can you tell me why you put in Kismet for +6% acc instead of slotting a fourth LotG to get it's +10% acc? I've seen others do this as well so there must be a reason I'm not seeing.
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Against even-con enemies the extra to-hit isn't particularly useful (unless you get debuffed), because adding 33% to 75% will get you to the max to-hit you can possibly have (95%). However, if you fight higher level enemies, your chance to hit will decrease as you get higher than your own level. Adding the Kismet 6% Accuracy will ensure that your to-hit remains as high as possible.
Adding the 4th LotG will add 9% accuracy, but you get more benefit from slotting the Kismet.
Also in slotting Maneuvers you put in a HO that increases tohit, where this power normally can't be slotted for tohit does that give a bonus or just sloth off into nothing? |
There is a trick Shield Defense characters use to get more defense debuff resistance (which is crucial for defense based characters, it prevents your defense from being debuffed away into nothing). Active Defense, their mez protection, also provides DDR. But...DDR is enhanced by enhancing defense, and Active Defense will not accept defense enhancements. However....if you slot Membrane HOs in it, which it will accept because of the recharge component, it will have the side effect of also enhancing the DDR of the power. It is unclear if this was intended, or if it is a bug. If it's a bug it may be changed, but for now it works wonderfully.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
This is the build I'm primarily using on Beta. With a Nerve Radial Boost equipped she runs about +3% higher defenses than Mids is showing.
On live I don't currently have the Glad +3%, the Panacea +heal/+end or Shield Wall +resist so the defense boost from the alpha slot I'm thinking will allow me to soft cap without the Glad +3%. The other two pvp IO's are of dubious value to the build for the Inf (for even considerable less Inf). Likely I'll slot either a +def IO generic or a Winter's Gift +slow resist in CJ and a Numina's Heal IO in PP instead. 4 Performance Shifter in Stamina and 3 Miracle plus 3 Regenerative Tissue into Health. (slots allocated to Brawl and Rest respectively) Hero Plan by Mids' Hero Designer 1.803 http://www.cohplanner.com/ Click this DataLink to open the build! GRETA-001 MedicineFighting (v2.00.i19 Incarnate): Level 50 Science Scrapper Primary Power Set: Claws Secondary Power Set: Super Reflexes Power Pool: Fighting Power Pool: Medicine Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Strike -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(3), C'ngImp-Dmg/EndRdx/Rchg(3), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(45) Level 1: Focused Fighting -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def/EndRdx/Rchg(15), Ksmt-ToHit+(37) Level 2: Slash -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(11), Hectmb-Dam%(25), Achilles-ResDeb%(45) Level 4: Focused Senses -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(11), LkGmblr-Rchg+(37) Level 6: Spin -- Erad-Dmg(A), Erad-Dmg/Rchg(7), Erad-Acc/Dmg/Rchg(7), Erad-Acc/Dmg/EndRdx/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(25) Level 8: Follow Up -- T'Death-Dmg/Rchg(A), T'Death-Acc/Dmg/EndRdx(13), T'Death-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg(31), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(45) Level 10: Practiced Brawler -- EndRdx-I(A) Level 12: Agile -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Rchg+(43) Level 14: Boxing -- T'Death-Dam%(A) Level 16: Dodge -- GftotA-Def(A), GftotA-Run+(42), LkGmblr-Rchg+(43) Level 18: Focus -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21) Level 20: Quickness -- Run-I(A) Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(23), TtmC'tng-ResDam(29), TtmC'tng-ResDam/EndRdx(34), TtmC'tng-ResDam/EndRdx/Rchg(34) Level 24: Aid Other -- Numna-Heal(A), Numna-Heal/EndRdx(29), Numna-Heal/EndRdx/Rchg(36) Level 26: Eviscerate -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(31), Armgdn-Dam%(31) Level 28: Aid Self -- Numna-Heal(A), Numna-Heal/EndRdx(42), Numna-Heal/Rchg(43) Level 30: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def/EndRdx/Rchg(50) Level 32: Lucky -- GftotA-Def(A), GftotA-Def/EndRdx(33), LkGmblr-Rchg+(33) Level 35: Evasion -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(36) Level 38: Shockwave -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Dmg(40) Level 41: Combat Jumping -- SW-ResDam/Re TP(A) Level 44: Conserve Power -- RechRdx-I(A) Level 47: Physical Perfection -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(48), P'Shift-End%(48), Numna-Regen/Rcvry+(48), Panac-Heal/+End(50) Level 49: Maneuvers -- HO:Enzym(A), LkGmblr-Rchg+(50) ------------ Level 1: Brawl -- Empty(A), Empty(17), Empty(34), Empty(40), Empty(46), Empty(46) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A), Empty(23), Empty(40), Empty(46) Level 1: Critical Hit Level 2: Ninja Run Code:
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Edit: I get a popup that says "Access to the path 'C:\Documents and Settings\Owner\Local Settings\Temp\mids_build-1.mxd' is denied"
When I tried to save as a different name it went to my temporary files folder instead of the default mids folder where I normally keep my builds. When I tried to open the mids folder it said the file already exists do I want to replace it.
I have a i19 Claw/SR build that is fairly tight, can post it if you like, though only uses 5 claw attack powers which are 6 slotted, and doesn't use hasten since Quickness has the +Recharge in it. For me it works, with little down time.
Yama Neko - also all servers
Crey Industries Profile
Arc: 1682 "Feline Chronicles: Neko Rikugun"
Just what the title says, I'm looking for an i19 build for claws/super reflexes. If anyone can point me in the right direction for one or post one here that would be great.